Fiend

Fiends vary wildly. GMs are encouraged to design their own fiends using the information provided in the Table: Outsiders and below. Several sample fiends are given below.
Species Traits
Fiends have the following traits.
Variable Size: Depending on their size, fiends gain a size bonus or penalty on attack rolls, a size bonus or penalty to Defense, and a size bonus or penalty on Hide checks and grapple checks. See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a fiend's typical fighting space and reach.
Natural Armor: A fiend has preternaturally tough skin and gains a natural armor bonus to Defense. The bonus depends on its size, and higher bonuses are allowable: Tiny or smaller +2, Small +5, Medium-size +9, Large +14, Huge +16, Gargantuan +18, Colossal +20.
Immunities (Ex): A fiend is immune to one or more specific types of energy or weapon damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.
Resistance to Energy (Ex): A fiend is resistant to one or more specific types of energy damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.
Damage Reduction (Su): Some fiends have damage reduction. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction to determine whether a fiend has damage reduction. If the campaign includes few or no magic weapons, the GM should consider allowing specific types of weapons to ignore a fiend's damage reduction or contrive some other special vulnerability (see Creature Weaknesses for suggestions).
Telepathy (Su): Fiends with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.
Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.
Bonus Feat: Fiends gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Automatic Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages.
Advancement: By character class.
Table: Fiend Immunities, Resistances, and Damage Reduction
Roll d%
Immunity
Roll d%
Resistance
Roll d%
Damage Reduction
01-06
Acid damage
01-21
None (do not roll again)
01-33
None (do not roll again)
07-12
Cold damage
22-27
Acid resistance 10
34-45
5/specific weapon type 1
13-18
Sonic/concussion damage
28-30
Acid resistance 20
46-57
10/specific weapon type 1
19-24
Electricity damage
31-36
Cold resistance 10
58-63
20/specific weapon type1
25-30
Fire damage
37-39
Cold resistance 20
64-72
5/+1
31-36
Ballistic damage
40-45
Sonic/concussion resistance 10
73-81
10/+1
37-42
Bludgeoning damage
46-48
Sonic/concussion resistance 20
82-84
15/+1
43-48
Piercing damage
49-54
Electricity resistance 10
85-87
20/+1
49-54
Slashing damage
55-57
Electricity resistance 20
88-90
5/+2
55-60
Poison damage
58-63
Fire resistance 10
91-93
10/+2
61-66
Radiation damage
64-66
Fire resistance 20
94-98
15/+2
67-100
Choose one, and roll again
67-100
Choose one, and roll again
99-100
20/+2
1 Includes weapons made of a specific material (silver or wood, for example) or weapons that deal a specific type of damage (ballistic, bludgeoning, piercing, or slashing).
Find topic in: Bullet Points, Creatures
FiendFleshraker (Knife Fiend)Half-Fiend
Murdergaunt
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